I am developing an application and i want to distribute it via over the air (which is introduced in iOS4 for enterprise apps).
I am able to send my app via OTA successfully, but i am facing a problem while upgrading the app.
I am using the same bundle identifier for the app upgradation and i am just changing the version of the app before building the application.
But, if I install the updated app on the device using OTA, it is upgrading the application but it is not retaining the data. [my app contains some downloaded pdf files which i am storing in NSCachedDirectory]. I am able to see the archived data in upgaraded app but the files which i have written to NSCachedDirectory i am not able to see.
I have tried using NSDocumentsDirectory as well, but i am getting the same result.
can anyone please help me in this.
Why don't you use the amazing www.testflightapp.com to help you?
It works pretty well, keeps data for upgrades, and you can use it together with iVersion, so you don't need to send emails to update your users.
Related
I believe this is a duplicate question, but examining the others I could not find my problem exactly.
I have developed a flutter app and I intend to publish it. So I rented a virtual Mac, loaded the project in XCode and tested it on a simulator. Everything worked fine.
I have an Apple Developer Account, Certificates, registered an iPhone, etc., but it seems that I have to physically connect the device to the computer to be able to run it on the iPhone. No way to do that remotely (I'm in Brazil and the virtual Machine in NY).
XCode tells me to plug in the device so it can register it (but I have registered it already in the developer's site).
I thought it would be possible to generate some kind of executable to download to my iPhone, but it appears that is note the case.
Is there any other way I can do that?
Maybe I can skip this step and try to publish the app, because it is the same project as an Android app already tested and published in Play Store.
The answer is yes, the modern answer is probably TestFlight. But this has always been possible using OTA downloads. To do this, archive your app, create an OTA manifest and put this on a web server somewhere. Then you can download the app straight to your phone (assuming it's signed with the correct provisioning profile and all that). We used to do this a lot before TestFlight came along.
This question and
this article are somewhat related to what you want to do
I was having trouble to test without an iphone what I did is register this device on my account https://messapps.com/wp-content/uploads/2016/08/udid.png and so far I could build the app for iOS.
I have an app created for internal use. I have not published it on the play store, but I have to update it regularly.
Can anyone help...with which library should I use for implementing a self-upgrade system to my app. Any answer would be appreciated.
The answer is - yes,
You can upload your app to the Apple Store and Google Play but Not publish it to the public, instead, you can use internal testing
So only users that you define will be able to see or download your app in the Google Play and Apple Store
Google Play internal test https://support.google.com/googleplay/android-developer/answer/9303479?hl=en
Apple test flight https://developer.apple.com/testflight/
Yep it has some limitations, for example, Apple allows up to 10000 testers but I hope it's ok for your company, but its only way to share app internally without any issues on iOS (android allow you to download apps from anywhere, iOS don't)
The answer is - no, you can't do that - not at least the Flutter* apps. As #Abion47 said, you can publish the new APK and ask users to install it. If you app involves back-end then you can check the (client) mobile app version and display the alert if the version is below minimum version required.
On the iOS side, it is slightly more difficult. For internal use, the organisation needs to sign-up with Apple's enterprise program. You can then distribute the app internally.
*- I've seen certain apps downloads the zip (or whatever) file, and updates themselves without actually going through App update process via AppStore/Playstore. However, it is more of a web part within the particular app which gets updated. The app version as such remains same.
I am trying to create an app using arcore-unity-sdk-preview, which is supported by Google.
However, in order to use this ARCore, arcore-preview.apk must be installed. Otherwise, ARCore will stop working.
If I distribute the app I created in the store, the user will not be able to use the app unless I receive the arcore-preview.apk. Is there a solution to this problem?
Or are still experiencing this issue because it's not fully released yet?
If know about this, please help me.
As you said, distribution is still an issue because it's not fully released.
To work around this issue, you could upload the apk somewhere / ship it in your app's files and install it programmatically but the user has to allow installation of apps from unknown sources (Settings > Security > Unknown Sources)
We've successfully been distributing our app to beta testers via Wireless Ad-Hoc (using BetaBuilder) for some time now. However, some users (whose UDIDs are correct and added to the provisioning profile) get a "Unable To Download" "Done/Retry" error. We've got the process working for some - what could be causing these users to have this problem? iOS version & time-added-to-the-provisioning-profile don't appear to be relevant variables...
Are they using iPhone 3G and you built your app for armv7 only, perhaps?
We ended up solving the problem (without figuring out why it worked), by using BetaBuilder. We automated the process by using the ruby version, which we had to modify to get it all to work. The automated, shinier version is available at https://github.com/dts/betabuilder .
Say I have app version 1.0 released on the app store. Then I want to release version 1.1.
I will keep existing data that was copied out of the app bundle and into the app's sandbox. These are some XML config files and a sqlite db the user can write data to. These files could need updates that preserve their existing data.
What is the best way to test an upgrade scenario?
Is there any kind of delegate event that is only called on install?
Thanks.
I think testing with AdHoc versions that is dragged dropped in iTunes is a similar upgrade situation.
That's how I tested upgrading our Chess game, so it keeps old and current games on the device.
As for the files/DB I suggest they should contain some version number.
You can use TestFlight for beta testing or preproduction testing.. visit TestFlight.com for more information..